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About Foshkey

Hey there Pax,
Loving the site, and this is a kind thing that you're doing for WTM. Nonetheless, just to be on the safe side, could you put "Not affiliated with Warp To Me Incursions" somewhere on there? That way they don't come running to us for anything related to the service
Cheers o7

I think I read a reddit post about this question a while back. If I recall correctly, two very different things happen depending on if there is air or no air.
No air (a vacuum) is quite simple: due to the conservation of energy here, assuming both ends of the hole are equidistant from the center, you can jump in and you'll reach the other end just fine. Forgot the actual calculations for time as it was extremely complex, with the gravitational constant changing as you get closer and closer to the center. Also recall that you'll be going extremely fast, but you need every bit of speed to get to the other end. Best you not touch the walls.
With air, you're doomed. You'll hit terminal velocity, which is changing due to difference in atmospheric pressure. Speaking of pressure, you would likely die to the pressure change, drastically crushing you. But let's say you got a supersuit that protects you from this insane pressure. Relatively, as if I were to track your location on a map through the earth, I would see your blip fall closer and closer and closer to the center, move slower and slower and slower, and then... stop. At the center. To you, this isn't really a drastic stop, but eventually you'll feel like you're just floating very slowly along, until, years later, you eventually stop. At the center.

Booster Changes Guide What you need to know when flying with us after 15 November 2016
What’s happening?
CCP is changing the booster system so that boosting ships (which provide significant buffs to our fleet) must be in the incursion site. In the past, we have placed these ships somewhere random in the system to keep them safe. These boosts provide significant benefits to shield, armor, speed, signature, and web range, all of which are important to running a safe and effective fleet.
What’s being done about it?
Warp to Me Incursions has established a plan for bringing booster ships on grid. While this increases the risk of loss of boosting capabilities, Warp to Me Incursions already has emergency procedures to handle a loss of boost capability in the middle of a site. All Fleet Commanders and Logistics Masters are trained and required to prove their ability to handle this emergency procedure as part of their promotion to Full Commander. As such, we have a safe and effective plan to continue running incursion sites with these new changes.
What do I need to know?
As a line pilot, mostly you can continue to do what you’ve been doing all along. You should not notice a significant difference, though you may notice Fleet Commanders issuing instructions slightly differently. Continue to follow FC instructions and everything will be as much fun and as efficient as it has always been. There are, however, some important points to know:
Asking for Gate Status – It is important that you are on the gate and ready to activate it at the moment you are told the gate is green. The validity of a “gate is green” call will be a matter of seconds, and the FC will expect you to land on-grid at a certain time so that you can get boosts. If you ask for gate status before you arrive at the gate and then land on-grid a minute later, you are going to miss a boost cycle and will not be eligible for SRP for that duration. This has not changed but it has become even more dangerous than it was before to ask for gate status prematurely.
Squad Commanders – In general, squad command positions will be held by Warp to Me Commanders from now on. Please do not take this position on your own, even if it remains empty. However, if you are asked to hold one of these positions, the FC will ask you to add all squad members to your watchlist and report if they are present on gate at each site. Please respond accordingly.
Anchoring – Anchor positions have not changed. Battleships are still required to anchor at 5k. It is more critical now than ever that you anchor when requested by the FC. Failing to be at your anchor on-time can result in you missing boosts which can make you ineligible for SRP. Be sure to immediately anchor when you are directed to by the FC.
Flying a Booster Ship – At present, booster ships will be restricted to Warp to Me Commanders only. If you would like to help fly one, feel free to apply to be a Fleet Commander or Logistics Master.
If you have any further questions, don't hesitate to contact a commander.

\o/ nothing gets in the way of my wednesday night D&D. Surprisingly enough, D&D is on the rise again. Probably due to famous streamers and youtubers doing it all the time because it produces good content.
As to answer the original question, I play many games, but my other consistent game is Final Fantasy XIV. You know, that terrible MMO that was rebooted into a better MMO? Got a surge of new players during the WoW drought. Easy learning curve, although getting to max level is a fucking grind, but it's the best endgame I've ever experienced.

CANNONBALL
What is a Cannonball?
A Cannonball is a checkpoint race in Eve. Based on a few films, the spirit remains the same: anything goes.
Commonly, our Cannonball events are titled with a number, e.g. CANNONBALL 250. This means it's a race of 250 jumps as the shortest route.
What are the rules?
Place an X in Local Chat at every checkpoint system.
That's it! Obviously, our community rules still apply (Don't be a dick!), but as far as the cannonball goes, that's the only rule to it.
How do I know the checkpoints?
Once the first pilot reaches a checkpoint, the next checkpoint is revealed.
How do I win?
If you placed an X in Local Chat at every checkpoint system (in order!), and reached the final system, you have to find the host of the event. First one to be within 2,500m of the host wins!
Will we be going through Low/NullSec?
For shorter cannonballs (100), the host might be kind and the safest route be as viable as the shortest route. However, for longer ones, expect to go through some nasty systems!
What can I fly?
If it's not explicitly stated, anything! Interceptors, Strategic Cruisers, Freighters, anything!
Are Implants allowed?
Yeup, any implants. But be aware you might get podded if you go into Null!
Is Jump Cloning allowed?
Yeup.
Is podding myself allowed?
Yeup.
So you're saying anything goes as long as I put an X in each checkpoint local?
Yeup.
... So I can shoot other participants?
Yeup.

https://community.eveonline.com/news/dev-blogs/introducing-clone-states-and-the-future-of-access-to-eve-online/
In short: all unpaid accounts will be in an "alpha" clone state. This state allows training of certain skills (focusing on native racial T1 frigate, destroyer, and cruiser), and will be no more than 5m SP. But, there is no time limit anymore. The other state is "omega" and is no change to how our clones currently are.
Seems like a cool system of extending their trial program to borderline free to play.